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Clark Lin
hw3d
Commits
e19c20dc
Commit
e19c20dc
authored
Jul 27, 2019
by
chili
Browse files
duplicate phong ps for phong spec
parent
2d860ed3
Changes
1
Hide whitespace changes
Inline
Side-by-side
hw3d/PhongPSSpecMap.hlsl
0 → 100644
View file @
e19c20dc
cbuffer
LightCBuf
{
float3
lightPos
;
float3
ambient
;
float3
diffuseColor
;
float
diffuseIntensity
;
float
attConst
;
float
attLin
;
float
attQuad
;
};
Texture2D
tex
;
Texture2D
spec
;
SamplerState
splr
;
float4
main
(
float3
worldPos
:
Position
,
float3
n
:
Normal
,
float2
tc
:
Texcoord
)
:
SV_Target
{
// fragment to light vector data
const
float3
vToL
=
lightPos
-
worldPos
;
const
float
distToL
=
length
(
vToL
);
const
float3
dirToL
=
vToL
/
distToL
;
// attenuation
const
float
att
=
1
.
0
f
/
(
attConst
+
attLin
*
distToL
+
attQuad
*
(
distToL
*
distToL
));
// diffuse intensity
const
float3
diffuse
=
diffuseColor
*
diffuseIntensity
*
att
*
max
(
0
.
0
f
,
dot
(
dirToL
,
n
));
// reflected light vector
const
float3
w
=
n
*
dot
(
vToL
,
n
);
const
float3
r
=
w
*
2
.
0
f
-
vToL
;
// calculate specular intensity based on angle between viewing vector and reflection vector, narrow with power function
const
float3
specular
=
att
*
(
diffuseColor
*
diffuseIntensity
)
*
specularIntensity
*
pow
(
max
(
0
.
0
f
,
dot
(
normalize
(
-
r
),
normalize
(
worldPos
))),
specularPower
);
// final color
return
float4
(
saturate
(
diffuse
+
ambient
+
specular
),
1
.
0
f
)
*
tex
.
Sample
(
splr
,
tc
);
}
\ No newline at end of file
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